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DannyWebbie

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DannyWebbie
·4 か月前·議論
Afaik Vanguard (Anticheat of League of Legends, Valorant, other Riot Games titles) requires secure boot. This is pretty quickly getting to where mobile phones are today when it comes to disadvantages of opting out of trusted computing.
DannyWebbie
·2 年前·議論
Primary IDE for Unity and Unreal. Microsoft has been extending beyond Microsoft platforms, so I imagine a decent chunk of Visual Studio use is for cross-platform development.
DannyWebbie
·2 年前·議論
It was changed to being able to keep the old license if you don't upgrade to Unity 6 or beyond. They added 2.5% revenue share as an option to the flat runtime fee to make sure you can't end up in a situation where you are losing money per user just from the runtime fee alone. Unity by default charges for whichever ends up cheaper.

https://unity.com/pricing-updates
DannyWebbie
·2 年前·議論
ZFS misconfiguration IIRC. My understanding is that they are knowingly keeping the raw project files of finished projects on a relatively weak setup because they don't believe the data to be important and don't want to pay a lot to keep it. Actually important data is likely handled with a bit more care.
DannyWebbie
·3 年前·議論
Unity is leaving quite a bit on the table by not being on a modern version of .NET. Unity's C++ side seems to have (or had) assumptions about the garbage collection. Progress and challenges on .NET in Unity can be seen in this frequently updated forum thread https://forum.unity.com/threads/unity-future-net-development...

Unity's long term plan appears to become more tightly integrated with .NET and to avoid maintaining their own .NET stuff.
DannyWebbie
·3 年前·議論
Curious looking new setting in Unity alpha seems to suggest that swappable physics engines for GameObjects might be coming.[0]

Swapping physics engines for Unity's ECS world should already be very doable, but people understandably aren't leaping to it.

[0] https://forum.unity.com/threads/multiple-physics-options-for...
DannyWebbie
·3 年前·議論
Maybe, but Godot does particularly poorly in this area. Unity can go below 3MB out of the box and that is with bunch of engine systems in use.

https://github.com/JohannesDeml/UnityWebGL-LoadingTest